{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-charisma&page=14","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-charisma&page=12","results":[{"slug":"azi-dahaka","desc":"","name":"Azi Dahaka","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d12+60","speed":{"fly":80,"walk":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":11,"skills":{"perception":11,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, Infernal","challenge_rating":"14","cr":14.0,"actions":[{"desc":"Azi Dahaka makes three bite attacks and two claw attacks.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"1d10+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage","name":"Bite"},{"desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","name":"Claw"},{"desc":"Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone. On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished.","name":"Storm Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"Azi Dahaka can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Azi Dahaka regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. Call Lightning (Cost 2 Actions). A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.","name":"Control Weather"},{"desc":"Azi Dahaka beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Azi Dahaka can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If Azi Dahaka fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"Azi Dahaka has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"Azi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.","name":"Multiple Heads"},{"desc":"Azi Dahaka gets two extra reactions that can be used only for opportunity attacks.","name":"Reactive Heads"},{"desc":"A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin.","name":"Vermin Blood"}],"spell_list":[],"page_no":45,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_azi-dahaka/"},{"slug":"elementalist","desc":"","name":"Elementalist","size":"Medium","type":"Humanoid","subtype":"dragonborn","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"studded leather","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":30},"strength":8,"dexterity":16,"constitution":15,"intelligence":12,"wisdom":10,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"one of fire, lightning, cold, or poison (see Elemental Focus)","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The dragonborn makes two scimitar attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","name":"Scimitar"},{"desc":"The dragonborn breathes elemental energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) damage of the elementalist's elemental focus type on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Each dragonborn elementalist permanently aligns with a particular element. This elemental focus grants the dragonborn resistance to a certain damage type and the ability to innately cast some spells. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).\nFlame (Fire): The dragonborn has resistance to fire damage. It can cast the produce flame cantrip at will and can cast heat metal or scorching ray three times per day.\nStorm (Air): The dragonborn has resistance to lightning damage. It can cast the shocking grasp cantrip at will and can cast blur or gust of wind three times per day.\nTide (Water): The dragonborn has resistance to cold damage. It can cast the ray of frost cantrip at will and can cast sleet storm or water breathing three times per day. \nCave (Earth): The dragonborn has resistance to poison damage. It can cast the blade ward cantrip at will and can cast meld into stone or shatter three times per day.","name":"Elemental Focus"},{"desc":"When making an opportunity attack, the dragonborn can cast a spell with a casting time of 1 action instead of making a weapon attack. If this spell requires a ranged attack roll, the dragonborn doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. This spell must only target the creature that provoked the opportunity attack.","name":"War Mage"}],"spell_list":[],"page_no":121,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_elementalist/"},{"slug":"fulad-zereh","desc":"","name":"Fulad-Zereh","size":"Huge","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"plate","hit_points":115,"hit_dice":"10d12+50","speed":{"fly":40,"walk":40},"strength":19,"dexterity":11,"constitution":20,"intelligence":17,"wisdom":15,"charisma":17,"strength_save":8,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"insight":6,"intimidation":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 12","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The demon makes two attacks: one with its barbed whip and one with its battleaxe.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.","name":"Barbed Whip"},{"attack_bonus":8,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.","name":"Battleaxe"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.","name":"Petrifying Gaze"},{"desc":"A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.","name":"Weeping Acid"}],"spell_list":[],"page_no":85,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fulad-zereh/"},{"slug":"hierophant-lich","desc":"","name":"Hierophant Lich","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any evil alignment","armor_class":14,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":12,"dexterity":13,"constitution":15,"intelligence":12,"wisdom":20,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":5,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"insight":9,"perception":9,"religion":5},"damage_vulnerabilities":"","damage_resistances":"cold, lightning, necrotic","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"truesight 60 ft., passive Perception 19","languages":"Common, Abyssal, Infernal, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"attack_bonus":5,"damage_dice":"2d6+1","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.","name":"Unholy Smite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The hierophant lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The hierophant lich casts a cantrip.","name":"Cantrip"},{"desc":"The heirophant lich uses its Unholy Smite.","name":"Unholy Smite (Costs 2 Actions)"},{"desc":"The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the hierophant lich's Damnation for the next 24 hours.","name":"Damnation (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the lich fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"As a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round.","name":"Levitate"},{"desc":"If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel.","name":"Rejuvenation"},{"desc":"The hierophant lich has advantage on saving throws against any effect that turns undead.","name":"Turn Resistance"},{"desc":"The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:\nCantrips (at will): guidance, mending, sacred flame, thaumaturgy\n1st level (4 slots): command, detect magic, protection from evil and good, sanctuary\n2nd level (3 slots): blindness/deafness, hold person, silence\n3rd level (3 slots): animate dead, dispel magic, spirit guardians\n4th level (3 slots): banishment, freedom of movement, guardian of faith\n5th level (1 slot): flame strike","name":"Spellcasting"}],"spell_list":[],"page_no":252,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_hierophant-lich/"},{"slug":"korrigan","desc":"","name":"Korrigan","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d6+24","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"performance":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Gnomish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Dagger"},{"desc":"The korrigan targets one creature within 5 feet and exhales its foul breath. The creature must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Deadly Breath (Recharge 4-6)"},{"desc":"The korrigan sings a magical melody and dances. Each humanoid within 60 feet of the korrigan that can hear the revels must succeed on a DC 13 Wisdom saving throw or be charmed until the revels end. For every korrigan that joins in the revels, the save DC increases by 1 (maximum DC 19). \n\nEach korrigan participating in the revels must take a bonus action on its subsequent turns to continue singing and must use its move action to move at least 5 feet to continue dancing. It can keep singing and dancing for up to 1 minute as long as it maintains concentration. The song ends if all of the korrigan lose concentration or stop singing and dancing. \n\nA charmed target is incapacitated and begins to dance and caper for the duration of the revels. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Enchanting Revels of the same band of korrigan for the next 24 hours.","name":"Enchanting Revels (1/Day at Dusk or Night Only)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature moves within 5 feet of the korrigan, the korrigan can cast the misty step spell.","name":"Catch Me If You Can"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The korrigan has advantage on saving throws against spells or other magical effects cast or created by a cleric or paladin.","name":"Ungodly Resistance"},{"desc":"The korrigan's innate spellcasting ability is Charisma (spell save DC 13). The korrigan can innately cast the following spells, requiring no material components:\n3/day each: charm person, enthrall, hideous laughter, misty step\n1/day: divination","name":"Innate Spellcasting"}],"spell_list":[],"page_no":242,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_korrigan/"},{"slug":"kulmking","desc":"","name":"Külmking","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":60},"strength":17,"dexterity":15,"constitution":16,"intelligence":12,"wisdom":18,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Common","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The külmking makes two claw attacks and one bite or hooves attack.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature that is not undead, it must make a DC 16 Constitution saving throw or take 12 (2d8 + 3) necrotic damage. The külmking regains hp equal to the amount of necrotic damage dealt.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is not undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Claws"},{"attack_bonus":7,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.","name":"Hooves"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the külmking moves through another creature, it can use a bonus action to corrupt that creature's soul. The target creature must make a DC 16 Charisma saving throw. A creature paralyzed by the külmking has disadvantage on this saving throw. \n\nOn a failed save, a creature suffers from terrible and violent thoughts and tendencies. Over the course of 2d4 days, its alignment shifts to chaotic evil. A creature that dies during this time, or after this shift is complete, rises 24 hours later as a külmking. The corruption can be reversed by a remove curse spell or similar magic used before the creature's death. \n\nOn a success, a creature is immune to the külmking's Corruption for the next 24 hours.","name":"Corruption"},{"desc":"The külmking can pass through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"If the külmking moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the külmking can make one hooves attack against it as a bonus action.","name":"Trampling Charge"}],"spell_list":[],"page_no":244,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kulmking/"},{"slug":"monkey-king","desc":"","name":"Monkey King","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral","armor_class":21,"armor_desc":"natural armor","hit_points":262,"hit_dice":"25d8+150","speed":{"fly":60,"walk":60},"strength":19,"dexterity":24,"constitution":22,"intelligence":16,"wisdom":21,"charisma":17,"strength_save":null,"dexterity_save":14,"constitution_save":13,"intelligence_save":null,"wisdom_save":12,"charisma_save":null,"perception":12,"skills":{"acrobatics":14,"deception":10,"insight":12,"perception":12,"stealth":14},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison, radiant","condition_immunities":"charmed, frightened, poisoned, stunned","senses":"truesight 120 ft., passive Perception 22","languages":"Celestial, Common, Simian","challenge_rating":"21","cr":21.0,"actions":[{"desc":"The Monkey King makes three golden staff attacks or two golden staff attacks and one tail attack.","name":"Multiattack"},{"attack_bonus":14,"damage_dice":"2d10+7","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage.","name":"Golden Staff"},{"attack_bonus":12,"damage_dice":"4d8","desc":"Ranged Spell Attack: +12 to hit, range 100 ft., one target. Hit: 18 (4d8) radiant damage. The target must succeed on a DC 18 Charisma saving throw or be stunned until the end of its next turn.","name":"Enlightened Ray"},{"attack_bonus":14,"damage_dice":"2d8+7","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Dexterity saving throw or be knocked prone.","name":"Tail"}],"bonus_actions":null,"reactions":[{"desc":"When the Monkey King is hit by a weapon attack, he gains resistance to bludgeoning, piercing, and slashing damage until the end of that turn.","name":"Drunken Dodge"}],"legendary_desc":"The Monkey King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Monkey King regains spent legendary actions at the start of his turn.","legendary_actions":[{"desc":"The Monkey King moves up to his speed without provoking opportunity attacks.","name":"Great Leap"},{"desc":"The Monkey King makes a golden staff attack.","name":"Quick Staff"},{"desc":"Each creature of the Monkey King's choice within 10 feet of him must make a DC 18 Charisma saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.","name":"Golden Burst (Costs 3 Actions)"}],"special_abilities":[{"desc":"If the Monkey King fails a saving throw, he can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"The Monkey King has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The Monkey King can communicate with primates as if they shared a language. In addition, he can control primates with an Intelligence of 8 or lower that are within 120 feet of him.","name":"Simian Affinity"}],"spell_list":[],"page_no":337,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_monkey-king/"},{"slug":"moon-nymph","desc":"","name":"Moon Nymph","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":110,"hit_dice":"20d8+20","speed":{"fly":40,"hover":true,"walk":0},"strength":5,"dexterity":17,"constitution":12,"intelligence":13,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"persuasion":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic, radiant","damage_immunities":"psychic","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The moon nymph makes two beguiling touch attacks or two moonbeam attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"4d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.","name":"Beguiling Touch"},{"attack_bonus":6,"damage_dice":"4d8+3","desc":"Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) radiant damage, and the target is blinded until the end of its next turn.","name":"Moonbeam"},{"desc":"The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and is frightened. On a success, the creature takes half of the damage and isn't frightened. A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp.","name":"Veil of Nightmares (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light.","name":"Invisibility"},{"desc":"The moon nymph has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":269,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_moon-nymph/"},{"slug":"ratfolk-warlock","desc":"","name":"Ratfolk Warlock","size":"Small","type":"Humanoid","subtype":"ratfolk","group":null,"alignment":"any alignment","armor_class":13,"armor_desc":"16 with mage armor","hit_points":27,"hit_dice":"6d6+6","speed":{"swim":10,"walk":25},"strength":8,"dexterity":16,"constitution":12,"intelligence":14,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":3,"skills":{"arcana":4,"deception":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Dagger"},{"attack_bonus":1,"damage_dice":"1d6-1","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands.","name":"Quarterstaff"},{"desc":"The ratfolk warlock causes tendrils of shadow to reach out from its body toward all creatures within 10 feet of it. Each creature in the area must succeed on a DC 13 Wisdom saving throw or be restrained by the tendrils until the end of the ratfolk warlock's next turn.","name":"Darken"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ratfolk warlock can move through the space of any Medium or larger creature.","name":"Nimbleness"},{"desc":"The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"The ratfolk warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals\n3/day each: command, darkness, hellish rebuke\n1/day each: blindness/deafness, hold person","name":"Innate Spellcasting"}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ratfolk-warlock/"},{"slug":"tosculi-jeweled-drone","desc":"","name":"Tosculi Jeweled Drone","size":"Small","type":"Humanoid","subtype":"tosculi","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d6+48","speed":{"fly":60,"walk":30},"strength":10,"dexterity":18,"constitution":18,"intelligence":14,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":4,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Infernal, Tosculi","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The jeweled drone makes three attacks: two with its claws and one with its scimitar.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Claws"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.","name":"Scimitar"}],"bonus_actions":null,"reactions":[{"desc":"When a creature makes an attack against a tosculi hive queen, the jeweled drone grants a +2 bonus to the queen's AC if the drone is within 5 feet of the queen.","name":"Protect the Queen"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The jeweled drone emits a sweet scent that empowers other tosculi within 15 feet of the drone. A tosculi that starts its turn within the area can add a d6 to one attack roll or saving throw it makes before the start of its next turn, provided it can smell the scent. A tosculi can benefit from only one Pheromones die at a time. This effect ends if the jeweled drone dies.","name":"Pheromones"},{"desc":"While in bright light, the jeweled drone's carapace shines and glitters. When a non-tosculi creature that can see the drone starts its turn within 30 feet of the drone, the drone can force the creature to make a DC 12 Wisdom saving throw if the drone isn't incapacitated. On a failure, the creature is blinded until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drone until the start of its next turn, when it can avert its eyes again. If it looks at the drone in the meantime, it must immediately make the save.","name":"Scintillating Carapace"}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_tosculi-jeweled-drone/"},{"slug":"bloodhag-tob1-2023","desc":"False","name":"Blood Hag","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":16,"armor_desc":"natural armor","hit_points":204,"hit_dice":"24d8 + 96","speed":{"walk":30},"strength":20,"dexterity":16,"constitution":18,"intelligence":19,"wisdom":21,"charisma":17,"strength_save":null,"dexterity_save":7,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":19,"skills":{"Deception":7,"Intimidation":7,"Perception":9,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 19","languages":"Common, Giant, Sylvan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The blood hag makes three Claw or Blood Bolt attacks and can use Blood-Drinking Hair or Face Peel. She can replace one attack with a use of Sanguine Curse."},{"name":"Claws","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage, and the target is grappled (escape DC 17) if it is a Medium or smaller creature. The blood hag has two claws, each of which can grapple only one target."},{"name":"Blood Bolt","desc":"Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn."},{"name":"Blood-Drinking Hair","desc":"The hag drains blood from one creature grappled by her. The target must make a DC 17 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The blood hag regains hp equal to half the necrotic damage taken."},{"name":"Face Peel","desc":"The blood hag peels the face off one creature grappled by her. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) slashing damage and be stunned until the end of its next turn. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. While its hp maximum is reduced in this way, the target has disadvantage on all Charisma checks. The target dies if this effect reduces its hp maximum to 0."},{"name":"Sanguine Curse","desc":"The blood hag curses one creature she can see or sense within 60 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed for 1 minute. A creature automatically succeeds on this saving throw if it doesn't have blood. While cursed, the target is incapacitated and takes 9 (2d8) necrotic damage at the start of each of its turns as its internal blood vessels rupture. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success."},{"name":"Spellcasting","desc":"The blood hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\nAt will: disguise self, knock, tongues\n3/day each: modify memory, pass without trace"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blood Sense","desc":"The blood hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her."}],"spell_list":[],"page_no":226,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_blood-hag/"},{"slug":"dragonleaftree-tob1-2023","desc":"False","name":"Dragonleaf Tree","size":"Large","type":"Plant","subtype":"","group":"null","alignment":"Unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10 + 64","speed":{"walk":15},"strength":16,"dexterity":14,"constitution":19,"intelligence":5,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"blinded, deafened","senses":"blindsight 120 ft., passive Perception 11","languages":"understands Draconic but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon leaf tree makes three Slam or Throw Leaves attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) damage of the type noted in the Elemental Affinity trait."},{"name":"Throw Leaves","desc":"Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 12 (4d4 + 2) slashing damage plus 7 (2d6) damage of the type noted in the Elemental Affinity trait."},{"name":"Elemental Leaves (Recharge 6)","desc":"The dragonleaf tree's leaves rain acid, shed bolts of lightning, shake loose icicles, or similarly emit the elemental energies of the dragon that grew the tree. Each creature within 20 feet of the dragonleaf tree must make a DC 15 Dexterity saving throw, taking 42 (12d6) damage of the type noted in the Elemental Affinity trait."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elemental Affinity","desc":"The dragonleaf tree has immunity to a type of damage based on the type of dragon that grew it: acid ([black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green)."},{"name":"Eternally Loyal","desc":"The dragonleaf tree has advantage on ability checks and saving throws against influence or effects that would encourage it or force it to act against its draconic master. If charmed or controlled and directed to act against its master, the tree can immediately repeat the effect's saving throw, ending the effect on itself on a success."}],"spell_list":[],"page_no":137,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_dragonleaf-tree/"},{"slug":"dullahan-tob1-2023","desc":"False","name":"Dullahan","size":"Large","type":"Fey","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10 + 85","speed":{"walk":60},"strength":19,"dexterity":18,"constitution":20,"intelligence":13,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":16,"skills":{"Intimidation":7,"Perception":6,"Persuasion":7,"Survival":6},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical attacks","damage_immunities":"necrotic","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 60 ft., passive Perception 16","languages":"Common, Elvish, Sylvan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The dullahan makes three Spine Whip or Necrotic Bolt attacks. It can replace one attack with a use of Seal the Doom."},{"name":"Spine Whip","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or fall prone as it is wracked with pain."},{"name":"Necrotic Bolt","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) necrotic damage."},{"name":"Seal the Doom","desc":"The dullahan points at a creature doomed by Deathly Doom within 40 feet of it that it can see. The creature must make a DC 17 Constitution saving throw. On a failure, the target immediately drops to 0 hp if it is below half its hp maximum. On a success, the target is immune to the dullahan's Seal the Doom for the next 24 hours."}],"bonus_actions":[{"name":"Deathly Doom","desc":"The dullahan magically dooms a creature for 1 hour. It can have only one creature doomed at a time. If it dooms another, the effect on the previous target ends. The dullahan knows the direction to the doomed creature as long as both are on the same plane of existence."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Baleful Glare","desc":"When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 17 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way, the creature must take the Dash action and move away from the dullahan by the safest available route. A doomed creature that fails this saving throw is restrained while frightened instead."},{"name":"Relentless Advance","desc":"Moving through difficult terrain doesn't cost the dullahan extra movement, and the dullahan can move across the surface of water as if it were harmless, solid ground."},{"name":"Relentless Nature","desc":"The dullahan doesn't require food, drink, or sleep."}],"spell_list":[],"page_no":151,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_dullahan/"},{"slug":"eaterofdust-tob1-2023","desc":"False","name":"Eater of Dust","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d8 + 60","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":20,"intelligence":10,"wisdom":15,"charisma":17,"strength_save":9,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":16,"skills":{"Athletics":9,"Intimidation":7,"Perception":6},"damage_vulnerabilities":"False","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"blinded, poisoned","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 16","languages":"understands Abyssal, Common, Infernal, and Void Speech but can’t speak, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The eater of dust makes one Maw-Arm attack and two Necrotic Blast attacks, or it makes three Necrotic Blast attacks."},{"name":"Maw-Arm","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by amount equal to the necrotic damage taken, and the eater regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."},{"name":"Necrotic Burst","desc":"Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage."}],"bonus_actions":[{"name":"Hungry Step","desc":"The eater of dust magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space within 10 feet of a creature that isn't a Construct or Undead."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Maw","desc":"The eater of dust's Maw-Arm attacks are magical. When the eater hits with its Maw-Arm, the weapon deals an extra 3d8 necrotic damage (included in the attack)."},{"name":"Regeneration","desc":"The eater of dust regains 5 hp at the start of its turn. If it takes fire damage, this trait doesn't function at the start of eater's next turn. The eater dies only if it starts its turn with 0 hp and doesn't regenerate."}],"spell_list":[],"page_no":153,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_eater-of-dust/"},{"slug":"fardarrig-tob1-2023","desc":"False","name":"Far Darrig","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"hide armor","hit_points":84,"hit_dice":"13d6 + 39","speed":{"walk":30},"strength":17,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":14,"skills":{"Nature":4,"Animal Handling":4,"Perception":4,"Survival":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The far darrig makes two Antler Glaive attacks."},{"name":"Antler Glaive","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage or slashing damage (the far darrig's choice) plus 3 (1d6) force damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone."},{"name":"Woodland Friends (1/Day)","desc":"The far darrig magically calls 1d4 elk or giant weasels. The called Beasts arrive in 1d4 rounds, acting as allies of the far darrig and obeying its spoken commands. The Beasts remain for 1 hour, until the far darrig dies, or until the far darrig dismisses them as a bonus action."}],"bonus_actions":[{"name":"Nimble Woodsman","desc":"The far darrig takes the Dash or Disengage action. The far darrig can use this bonus action only if it is in a forest."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":167,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_far-darrig/"},{"slug":"gildeddevil-tob1-2023","desc":"False","name":"Gilded Devil","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8 + 45","speed":{"walk":30},"strength":20,"dexterity":15,"constitution":17,"intelligence":15,"wisdom":18,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":14,"skills":{"Deception":9,"History":5,"Insight":7,"Persuasion":9,"Sleight of Hand":5},"damage_vulnerabilities":"False","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The gilded devil makes two Golden Flail attacks or three Hurl Flame attacks."},{"name":"Golden Flail","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 14 (4d6) fire damage."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) fire damage."},{"name":"Teleport (Recharge 4-6)","desc":"The gilded devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Voracious Greed","desc":"The gilded devil magically consumes up to 1 cubic foot of nonmagical jewelry or coins made of precious material within 5 feet of it. It regains 5 hp for every 200 gp of the consumed objects' value. If the jewelry or coins are being worn or carried by a creature, that creature must succeed on a DC 15 Dexterity saving throw to prevent the consumption."},{"name":"Spellcasting","desc":"The gilded devil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\nAt will: alter self, detect thoughts, suggestion\n3/day each: charm person, scrying"}],"bonus_actions":[{"name":"Betrayal of Riches (Recharge 4-6)","desc":"One creature wearing jewelry (an object made of precious material and worth at least 100 gp) the gilded devil can see within 60 feet of it must make a DC 15 Wisdom saving throw. On a failure, the target takes 13 (3d8) bludgeoning damage and suffers an effect until it finishes a short rest. The effect is based on the location of the worn jewelry (devil's choice if worn in multiple locations): on upper limbs, its melee damage is halved; on lower limbs, its speed is halved; on head, it is blinded or deafened (devil's choice); on body, it has vulnerability to bludgeoning damage. On a success, the target takes half the damage and doesn't suffer an additional effect."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the gilded devil's darkvision."},{"name":"Golden Flail","desc":"The gilded devil's Golden Flail attacks are magical. When the devil hits with the Golden Flail, the flail deals an extra 4d6 fire damage (included in the attack). In addition, the devil can transform the flail into gold jewelry or back into a weapon as a bonus action."},{"name":"Liar's Largesse","desc":"If a creature accepts a gift of jewelry from the gilded devil, the creature becomes cursed until cured by a remove curse spell or similar magic. While cursed, the creature has disadvantage on saving throws against the devil's spells and abilities."},{"name":"Magic Resistance","desc":"The gilded devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":95,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_gilded-devil/"},{"slug":"kotbayun-tob1-2023","desc":"False","name":"Kot Bayun","size":"Medium","type":"Monstrosity","subtype":"","group":"null","alignment":"Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d8 + 12","speed":{"walk":20},"strength":16,"dexterity":16,"constitution":13,"intelligence":12,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The kot bayun can use its Slumbering Song. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."},{"name":"Invisibility","desc":"The kot bayun magically turns invisible until it attacks or uses Slumbering Song, or until its concentration ends (as if concentrating on a spell). Any equipment the kot bayun wears or carries is invisible with it."},{"name":"Slumbering Song","desc":"The kot bayun sings a magical song to one creature it can see within 60 feet of it. The target must succeed on a DC 13 Charisma saving throw on fall unconscious for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the kot bayun uses a bonus action on its subsequent turns to continue singing, the target has disadvantage on this saving throw. Otherwise, the effect ends for a target if the target takes damage while below half its hp maximum."},{"name":"Healing Purr (2/Day)","desc":"The kot bayun purrs at a creature it can see within 15 feet of it. The target magically regains 10 (3d6) hp and is freed from any disease, poison, blindness, or deafness."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":248,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_kot-bayun/"},{"slug":"mngwa-tob1-2023","desc":"False","name":"Mngwa","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"Ethereal Coat","hit_points":91,"hit_dice":"14d8 + 28","speed":{"walk":40},"strength":19,"dexterity":17,"constitution":15,"intelligence":11,"wisdom":17,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The mngwa makes one Ethereal Bite attack and two Claw attacks."},{"name":"Ethereal Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 5 (2d4) force damage."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage."}],"bonus_actions":[{"name":"Ethereal Step","desc":"The mngwa magically shifts from the Material Plane to the Ethereal Plane, or vice versa. When it leaves or enters the Material Plane, a puff of gray smoke briefly appears in the space on the Material Plane it leaves or enters."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Ethereal Coat","desc":"The mngwa's AC includes its Charisma modifier (included above)."},{"name":"Ethereal Sight","desc":"The mngwa can see 30 feet into the Ethereal Plane when on the Material Plane and vice versa."},{"name":"Feline Passivism","desc":"No felines or weretigers can willingly attack the mngwa. They can be forced to do so through magical means."},{"name":"Keen Smell","desc":"The mngwa has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pack Tactics","desc":"The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Running Leap","desc":"With a 10-foot running start, the mngwa can long jump up to 25 feet."},{"name":"Speak with Felines","desc":"The mngwa can communicate with felines as if they shared a language."}],"spell_list":[],"page_no":273,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_mngwa/"},{"slug":"oculoswarm-tob1-2023","desc":"False","name":"Oculo Swarm","size":"Large","type":"Swarm","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"11d10 + 22","speed":{"walk":40,"fly":5},"strength":10,"dexterity":20,"constitution":14,"intelligence":8,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":16,"skills":{"Insight":6,"Perception":6,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"False","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"understands Common but can’t speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The oculo swarm makes two Extract Eye attacks. If both attacks hit one creature, the target must succeed on a DC 13 Strength saving throw or the swarm removes one of its eyes. While missing half or fewer of its total number of eyes, the target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored. If the target's eye is recovered from the defeated swarm, it can be reattached with a successful DC 12 Wisdom (Medicine) check, provided the eye is reattached within 1 hour of the target losing the eye."},{"name":"Extract Eye","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hp or fewer."},{"name":"Disorienting Gaze (Recharge 5-6)","desc":"The swarm's many eyes suddenly turn in different directions. Each creature within 10 feet of the oculo swarm must make a DC 13 Charisma saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is disoriented until the end of its next turn. On a success, a creature takes half the damage and isn't disoriented. A disoriented creature is incapacitated and moves in a random direction when it moves."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hundreds of Eyes","desc":"The oculo swarm has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the swarm isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the swarm, such as the Pack Tactics trait or Sneak Attack class feature."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny eyeball. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":288,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_oculo-swarm/"},{"slug":"ostinato-tob1-2023","desc":"False","name":"Ostinato","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"","hit_points":39,"hit_dice":"6d8 + 12","speed":{"walk":50},"strength":1,"dexterity":20,"constitution":15,"intelligence":5,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"thunder","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Common but can’t speak, telepathy 120 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The ostinato makes two Cacophony Burst attacks."},{"name":"Cacophony Burst","desc":"Melee or Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) thunder damage."},{"name":"Aural Symbiosis (Recharge 6)","desc":"One Humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with the target, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect, and it can't attack. The host retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The host no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. In addition, the host has disadvantage on Wisdom saving throws, and it can't maintain concentration on spells or other effects. At the end of each long rest, the host can make a DC 13 Wisdom (Insight) check, realizing that the music it hears comes from an external entity on a success."},{"name":"Contagious Tune (1/Day)","desc":"While merged with a Humanoid host, the ostinato fills the minds of nearby creatures with the same catchy tune playing in its host's mind. Each creature within 30 feet of the ostinato's host must make a DC 13 Charisma saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The ostinato then gains temporary hp equal to the single highest amount of psychic damage dealt. A deafened creature is immune to Contagious Tune."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Incorporeal Movement","desc":"The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Invisibility","desc":"The ostinato is invisible."},{"name":"Magic Resistance","desc":"The ostinato has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":292,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ostinato/"},{"slug":"riverking-tob1-2023","desc":"False","name":"River King","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8 + 100","speed":{"walk":60},"strength":21,"dexterity":17,"constitution":20,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":16,"skills":{"Intimidation":8,"Nature":7,"Perception":6,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Elvish, Giant, Primordial","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The River King makes two Longsword or Flood Blast attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) poison damage."},{"name":"Flood Blast","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 30 feet away from the River King and knocked prone."},{"name":"Grasping Whirlpool (Recharge 5-6)","desc":"The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex appears in the shape of a cylinder that is 15 feet tall with a 10-foot radius. Each creature in the area must make a DC 18 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is restrained. On a success, a creature takes half the damage, isn't restrained, and can choose to be pushed out of the whirlpool's space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. While restrained, a creature is unable to breathe unless it can breathe water, and it must succeed on a DC 18 Strength saving throw at the end of each of its turns or take 18 (4d8) bludgeoning damage. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. A creature with a swimming speed has advantage on the saving throw and on the Strength check to escape."},{"name":"Spellcasting","desc":"The River King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 16):\nAt will: create or destroy water, water breathing\n3/day each: freedom of movement, control water\n1/day: control weather (as an action)"}],"bonus_actions":[],"reactions":[{"name":"Blade Current","desc":"When a creature within 5 feet of the River King stands up from prone, he can make one Longsword attack against that creature."}],"legendary_desc":"The River King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The River King regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"The River King makes a Longsword or Flood Blast attack."},{"name":"Flow","desc":"The River King moves up to his walking speed, or swims up to half his swimming speed, without provoking opportunity attacks."},{"name":"Ripple (Costs 2 Actions)","desc":"The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, attack rolls against him have disadvantage."}],"special_abilities":[{"name":"Amphibious","desc":"The River King can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the River King fails a saving throw, he can choose to succeed instead."},{"name":"Riparian Weapons","desc":"The River King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 10 (3d6) poison damage (included in the attack)."}],"spell_list":[],"page_no":182,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_river-king/"},{"slug":"spark-tob1-2023","desc":"False","name":"Spark","size":"Tiny","type":"Elemental","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"","hit_points":104,"hit_dice":"16d4 + 64","speed":{"walk":60,"fly":10},"strength":4,"dexterity":20,"constitution":18,"intelligence":10,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Primordial","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The spark makes three Electric Touch attacks."},{"name":"Electric Touch","desc":"Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) lightning damage."},{"name":"Inhabit","desc":"One Humanoid that the spark can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be inhabited by the spark. The spark then disappears, fusing with the target's nervous system, and the target is incapacitated and loses control of its body. The spark now controls the body but doesn't deprive the target of awareness. The spark can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, immunity to being paralyzed, petrified, or unconscious, and its Electric Touch attack. It otherwise uses the inhabited target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elemental Nature","desc":"The spark doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":337,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_spark/"},{"slug":"voiddragonwyrmling-tob1-2023","desc":"False","name":"Void Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":17,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8 + 18","speed":{"walk":60,"fly":30},"strength":16,"dexterity":10,"constitution":17,"intelligence":12,"wisdom":9,"charisma":17,"strength_save":null,"dexterity_save":2,"constitution_save":5,"intelligence_save":null,"wisdom_save":1,"charisma_save":5,"perception":13,"skills":{"Perception":3,"Stealth":2},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"Common, Draconic, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons."},{"name":"Gravitic Breath","desc":"The dragon exhales localized gravity in a 15-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 13 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the start of the dragon's next turn."},{"name":"Stellar Breath","desc":"The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[{"name":"Void Twist","desc":"The dragon adds 2 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Chill of the Void","desc":"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage."},{"name":"Expert Void Traveler","desc":"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times."}],"spell_list":[],"page_no":131,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_void-dragon-wyrmling/"},{"slug":"youngseadragon-tob1-2023","desc":"False","name":"Young Sea Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d10 + 80","speed":{"walk":50,"fly":40},"strength":21,"dexterity":10,"constitution":19,"intelligence":15,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":4,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":7,"perception":19,"skills":{"Perception":9,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic, Primordial","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Fin attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage."},{"name":"Fin","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the creature takes 22 (4d10) bludgeoning damage and 22 (4d10) cold damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Siege Monster","desc":"The dragon deals double damage to objects and structures."}],"spell_list":[],"page_no":127,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-sea-dragon/"},{"slug":"archmage","desc":"**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.\nAn archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.","name":"Archmage","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":12,"armor_desc":"15 with _mage armor_","hit_points":99,"hit_dice":"18d8+18","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":20,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":9,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"arcana":13,"history":13},"damage_vulnerabilities":"","damage_resistances":"damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any six languages","challenge_rating":"12","cr":12.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":6,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The archmage has advantage on saving throws against spells and other magical effects."},{"name":"Spellcasting","desc":"The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:\n\n* Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp\n* 1st level (4 slots): detect magic, identify, mage armor*, magic missile\n* 2nd level (3 slots): detect thoughts, mirror image, misty step\n* 3rd level (3 slots): counterspell,fly, lightning bolt\n* 4th level (3 slots): banishment, fire shield, stoneskin*\n* 5th level (3 slots): cone of cold, scrying, wall of force\n* 6th level (1 slot): globe of invulnerability\n* 7th level (1 slot): teleport\n* 8th level (1 slot): mind blank*\n* 9th level (1 slot): time stop\n* The archmage casts these spells on itself before combat."}],"spell_list":["https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/spare-the-dying/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/command/?format=json","https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=json","https://api-beta.open5e.com/v2/spells/zone-of-truth/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/banishment/?format=json","https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=json","https://api-beta.open5e.com/v2/spells/flame-strike/?format=json","https://api-beta.open5e.com/v2/spells/greater-restoration/?format=json","https://api-beta.open5e.com/v2/spells/heroes-feast/?format=json"],"page_no":395,"environments":["Settlement","Forest","Laboratory","Urban"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_archmage/"},{"slug":"bone-devil","desc":"","name":"Bone Devil","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":40,"fly":40},"strength":18,"dexterity":16,"constitution":18,"intelligence":13,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"deception":7,"insight":6},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 9","languages":"Infernal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The devil makes three attacks: two with its claws and one with its sting."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":8,"damage_dice":"1d8","damage_bonus":4},{"name":"Sting","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":8,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":275,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bone-devil/"},{"slug":"cloud-giant","desc":"","name":"Cloud Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"neutral good (50%) or neutral evil (50%)","armor_class":14,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d12+96","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":22,"intelligence":12,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":7,"skills":{"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 17","languages":"Common, Giant","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The giant makes two morningstar attacks."},{"name":"Morningstar","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.","attack_bonus":12,"damage_dice":"3d8","damage_bonus":8},{"name":"Rock","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"4d10","damage_bonus":8}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The giant has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Innate Spellcasting","desc":"The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, fog cloud, light\n3/day each: feather fall, fly, misty step, telekinesis\n1/day each: control weather, gaseous form"}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/fog-cloud/?format=json","https://api-beta.open5e.com/v2/spells/light/?format=json","https://api-beta.open5e.com/v2/spells/feather-fall/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/misty-step/?format=json","https://api-beta.open5e.com/v2/spells/telekinesis/?format=json","https://api-beta.open5e.com/v2/spells/control-weather/?format=json","https://api-beta.open5e.com/v2/spells/gaseous-form/?format=json"],"page_no":312,"environments":["Plane Of Air","Mountains","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_cloud-giant/"},{"slug":"efreeti","desc":"","name":"Efreeti","size":"Large","type":"Elemental","subtype":"","group":"Genies","alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d10+112","speed":{"walk":40,"fly":60},"strength":22,"dexterity":12,"constitution":24,"intelligence":16,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":7,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"Ignan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The efreeti makes two scimitar attacks or uses its Hurl Flame twice."},{"name":"Scimitar","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.","attack_bonus":10,"damage_dice":"2d6+2d6","damage_bonus":6},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.","attack_bonus":7,"damage_dice":"5d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Demise","desc":"If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying."},{"name":"Innate Spellcasting","desc":"The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic\n3/day each: enlarge/reduce, tongues\n1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire"},{"name":"Variant: Genie Powers","desc":"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/enlargereduce/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=json","https://api-beta.open5e.com/v2/spells/gaseous-form/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/wall-of-fire/?format=json"],"page_no":310,"environments":["Desert","Plane Of Fire","Mountains"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_efreeti/"},{"slug":"glabrezu","desc":"","name":"Glabrezu","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":20,"dexterity":15,"constitution":21,"intelligence":19,"wisdom":17,"charisma":16,"strength_save":9,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell."},{"name":"Pincer","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.","attack_bonus":9,"damage_dice":"2d10","damage_bonus":5},{"name":"Fist","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d4","damage_bonus":2},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each: confusion, fly, power word stun"},{"name":"Magic Resistance","desc":"The glabrezu has advantage on saving throws against spells and other magical effects."}],"spell_list":["https://api-beta.open5e.com/v2/spells/darkness/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/confusion/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/power-word-stun/?format=json"],"page_no":271,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_glabrezu/"},{"slug":"gold-dragon-wyrmling","desc":"","name":"Gold Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Gold Dragon","alignment":"lawful good","armor_class":17,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30,"fly":60,"swim":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":14,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":2,"charisma_save":5,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d10","damage_bonus":4},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":0,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":300,"environments":["Grassland","Astral Plane","Ruin","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gold-dragon-wyrmling/"},{"slug":"lamia","desc":"","name":"Lamia","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":15,"intelligence":14,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":7,"insight":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d10","damage_bonus":3},{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3},{"name":"Intoxicating Touch","desc":"Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.\n\nAt will: disguise self (any humanoid form), major image\n3/day each: charm person, mirror image, scrying, suggestion\n1/day: geas"}],"spell_list":["https://api-beta.open5e.com/v2/spells/disguise-self/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/mirror-image/?format=json","https://api-beta.open5e.com/v2/spells/scrying/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/geas/?format=json"],"page_no":325,"environments":["Desert","Grassland","Hills","Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_lamia/"},{"slug":"lich","desc":"","name":"Lich","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any evil alignment","armor_class":17,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d8+54","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":16,"intelligence":20,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":12,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"arcana":19,"history":12,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"cold, lightning, necrotic","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"truesight 120 ft., passive Perception 19","languages":"Common plus up to five other languages","challenge_rating":"21","cr":21.0,"actions":[{"name":"Paralyzing Touch","desc":"Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":12,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Cantrip","desc":"The lich casts a cantrip."},{"name":"Paralyzing Touch (Costs 2 Actions)","desc":"The lich uses its Paralyzing Touch."},{"name":"Frightening Gaze (Costs 2 Actions)","desc":"The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours."},{"name":"Disrupt Life (Costs 3 Actions)","desc":"Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"6d6"}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the lich fails a saving throw, it can choose to succeed instead."},{"name":"Rejuvenation","desc":"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."},{"name":"Spellcasting","desc":"The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, prestidigitation, ray of frost\n* 1st level (4 slots): detect magic, magic missile, shield, thunderwave\n* 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image\n* 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball\n* 4th level (3 slots): blight, dimension door\n* 5th level (3 slots): cloudkill, scrying\n* 6th level (1 slot): disintegrate, globe of invulnerability\n* 7th level (1 slot): finger of death, plane shift\n* 8th level (1 slot): dominate monster, power word stun\n* 9th level (1 slot): power word kill"},{"name":"Turn Resistance","desc":"The lich has advantage on saving throws against any effect that turns undead."}],"spell_list":["https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/prestidigitation/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-frost/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/magic-missile/?format=json","https://api-beta.open5e.com/v2/spells/shield/?format=json","https://api-beta.open5e.com/v2/spells/thunderwave/?format=json","https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/acid-arrow/?format=json","https://api-beta.open5e.com/v2/spells/mirror-image/?format=json","https://api-beta.open5e.com/v2/spells/animate-dead/?format=json","https://api-beta.open5e.com/v2/spells/counterspell/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/fireball/?format=json","https://api-beta.open5e.com/v2/spells/blight/?format=json","https://api-beta.open5e.com/v2/spells/dimension-door/?format=json","https://api-beta.open5e.com/v2/spells/cloudkill/?format=json","https://api-beta.open5e.com/v2/spells/scrying/?format=json","https://api-beta.open5e.com/v2/spells/disintegrate/?format=json","https://api-beta.open5e.com/v2/spells/globe-of-invulnerability/?format=json","https://api-beta.open5e.com/v2/spells/finger-of-death/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/dominate-monster/?format=json","https://api-beta.open5e.com/v2/spells/power-word-stun/?format=json","https://api-beta.open5e.com/v2/spells/power-word-kill/?format=json"],"page_no":325,"environments":["Shadowfell","Ruin","Laboratory","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_lich/"},{"slug":"mummy-lord","desc":"","name":"Mummy Lord","size":"Medium","type":"Undead","subtype":"","group":"Mummies","alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d8+39","speed":{"walk":20},"strength":18,"dexterity":10,"constitution":17,"intelligence":11,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":5,"wisdom_save":9,"charisma_save":8,"perception":null,"skills":{"history":5,"religion":5},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The mummy can use its Dreadful Glare and makes one attack with its rotting fist."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.","attack_bonus":9,"damage_dice":"3d6+6d6","damage_bonus":4},{"name":"Dreadful Glare","desc":"The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Attack","desc":"The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare."},{"name":"Blinding Dust","desc":"Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn."},{"name":"Blasphemous Word (Costs 2 Actions)","desc":"The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn."},{"name":"Channel Negative Energy (Costs 2 Actions)","desc":"The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn."},{"name":"Whirlwind of Sand (Costs 2 Actions)","desc":"The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession."}],"special_abilities":[{"name":"Magic Resistance","desc":"The mummy lord has advantage on saving throws against spells and other magical effects."},{"name":"Rejuvenation","desc":"A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart."},{"name":"Spellcasting","desc":"The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:\n\n* Cantrips (at will): sacred flame, thaumaturgy\n* 1st level (4 slots): command, guiding bolt, shield of faith\n* 2nd level (3 slots): hold person, silence, spiritual weapon\n* 3rd level (3 slots): animate dead, dispel magic\n* 4th level (3 slots): divination, guardian of faith\n* 5th level (2 slots): contagion, insect plague\n* 6th level (1 slot): harm"}],"spell_list":["https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/command/?format=json","https://api-beta.open5e.com/v2/spells/guiding-bolt/?format=json","https://api-beta.open5e.com/v2/spells/shield-of-faith/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/silence/?format=json","https://api-beta.open5e.com/v2/spells/spiritual-weapon/?format=json","https://api-beta.open5e.com/v2/spells/animate-dead/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/divination/?format=json","https://api-beta.open5e.com/v2/spells/guardian-of-faith/?format=json","https://api-beta.open5e.com/v2/spells/contagion/?format=json","https://api-beta.open5e.com/v2/spells/insect-plague/?format=json","https://api-beta.open5e.com/v2/spells/harm/?format=json"],"page_no":334,"environments":["Temple","Desert","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mummy-lord/"},{"slug":"night-hag","desc":"","name":"Night Hag","size":"Medium","type":"Fiend","subtype":"","group":"Hags","alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"deception":7,"insight":6,"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 120 ft., passive Perception 16","languages":"Abyssal, Common, Infernal, Primordial","challenge_rating":"5","cr":5.0,"actions":[{"name":"Claws (Hag Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Change Shape","desc":"The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."},{"name":"Etherealness","desc":"The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession."},{"name":"Nightmare Haunting (1/Day)","desc":"While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, magic missile\n2/day each: plane shift (self only), ray of enfeeblement, sleep"},{"name":"Magic Resistance","desc":"The hag has advantage on saving throws against spells and other magical effects."},{"name":"Night Hag Items","desc":"A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\nHeartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\nSoul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."},{"name":"Hag Coven","desc":"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos."},{"name":"Shared Spellcasting (Coven Only)","desc":"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier."},{"name":"Hag Eye (Coven Only)","desc":"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/magic-missile/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-enfeeblement/?format=json","https://api-beta.open5e.com/v2/spells/sleep/?format=json","https://api-beta.open5e.com/v2/spells/identify/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-sickness/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/locate-object/?format=json","https://api-beta.open5e.com/v2/spells/bestow-curse/?format=json","https://api-beta.open5e.com/v2/spells/counterspell/?format=json","https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=json","https://api-beta.open5e.com/v2/spells/phantasmal-killer/?format=json","https://api-beta.open5e.com/v2/spells/polymorph/?format=json","https://api-beta.open5e.com/v2/spells/contact-other-plane/?format=json","https://api-beta.open5e.com/v2/spells/scrying/?format=json","https://api-beta.open5e.com/v2/spells/eye-bite/?format=json"],"page_no":319,"environments":["Forest","Ruin","Jungle","Feywild","Shadowfell","Caverns","Swamp","Settlement","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_night-hag/"},{"slug":"noble","desc":"**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.\nThe noble's statistics can also be used to represent **courtiers** who aren't of noble birth.","name":"Noble","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":15,"armor_desc":"breastplate","hit_points":9,"hit_dice":"2d8","speed":{"walk":30},"strength":11,"dexterity":12,"constitution":11,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":4,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any two languages","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":401,"environments":["Urban","Grassland","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_noble/"},{"slug":"spirit-naga","desc":"","name":"Spirit Naga","size":"Large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":40},"strength":18,"dexterity":17,"constitution":14,"intelligence":16,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":5,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":7,"damage_dice":"1d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning."},{"name":"Spellcasting","desc":"The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, minor illusion, ray of frost\n* 1st level (4 slots): charm person, detect magic, sleep\n* 2nd level (3 slots): detect thoughts, hold person\n* 3rd level (3 slots): lightning bolt, water breathing\n* 4th level (3 slots): blight, dimension door\n* 5th level (2 slots): dominate person"}],"spell_list":["https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/minor-illusion/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-frost/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/sleep/?format=json","https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=json","https://api-beta.open5e.com/v2/spells/water-breathing/?format=json","https://api-beta.open5e.com/v2/spells/blight/?format=json","https://api-beta.open5e.com/v2/spells/dimension-door/?format=json","https://api-beta.open5e.com/v2/spells/dominate-person/?format=json"],"page_no":335,"environments":["Temple","Desert","Underdark","Astral Plane","Mountains","Forest","Ruin","Jungle","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_spirit-naga/"},{"slug":"spy","desc":"Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.","name":"Spy","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":12,"armor_desc":null,"hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":10,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"deception":5,"insight":4,"investigation":5,"perception":6,"persuasion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 16","languages":"any two languages","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The spy makes two melee attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cunning Action","desc":"On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action."},{"name":"Sneak Attack (1/Turn)","desc":"The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.","attack_bonus":0,"damage_dice":"2d6"}],"spell_list":[],"page_no":402,"environments":["Urban","Sewer","Ruin","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_spy/"},{"slug":"unicorn","desc":"","name":"Unicorn","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":12,"armor_desc":null,"hit_points":67,"hit_dice":"9d10+18","speed":{"walk":50},"strength":18,"dexterity":14,"constitution":15,"intelligence":11,"wisdom":17,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn makes two attacks: one with its hooves and one with its horn."},{"name":"Hooves","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Horn","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8","damage_bonus":4},{"name":"Healing Touch (3/Day)","desc":"The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target."},{"name":"Teleport (1/Day)","desc":"The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Hooves","desc":"The unicorn makes one attack with its hooves."},{"name":"Shimmering Shield (Costs 2 Actions)","desc":"The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."},{"name":"Heal Self (Costs 3 Actions)","desc":"The unicorn magically regains 11 (2d8 + 2) hit points."}],"special_abilities":[{"name":"Charge","desc":"If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d8"},{"name":"Innate Spellcasting","desc":"The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n\nAt will: detect evil and good, druidcraft, pass without trace\n1/day each: calm emotions, dispel evil and good, entangle"},{"name":"Magic Resistance","desc":"The unicorn has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The unicorn's weapon attacks are magical."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/druidcraft/?format=json","https://api-beta.open5e.com/v2/spells/pass-without-trace/?format=json","https://api-beta.open5e.com/v2/spells/calm-emotions/?format=json","https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/entangle/?format=json"],"page_no":351,"environments":["Jungle","Forest","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_unicorn/"},{"slug":"adult-boreal-dragon","desc":"Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._  \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat.  \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License","name":"Adult Boreal Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":19,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"fly":80,"walk":40,"swim":30},"strength":25,"dexterity":10,"constitution":23,"intelligence":15,"wisdom":17,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":15,"skills":{"athletics":13,"perception":15,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Draconic, Giant","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","attack_bonus":13,"damage_dice":"2d10+8"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":13,"damage_dice":"2d6+8"},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"2d8+8"},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Cinder Breath (Recharge 5-6)","desc":"The dragon exhales a 60-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":143,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_adult-boreal-dragon/"},{"slug":"bleakheart","desc":"A humanoid in blurred gray tones settles in the shadowed corner of a dimly-lit room and disappears from view._  \n**Poor Players.** Some people are driven to perform. They crave the adulation of their peers, the attention of strangers, the promise of fame and the immortality it brings. Unfortunately, not every such artist has the talent and perseverance to succeed. Whenever a minstrel flees a stage pelted by rotting produce and ends their life in despair, or an actor’s alcoholism leads them to an early grave after a scathing review, a bleakheart is born. Once a bleakheart rises, it seeks to spread hopelessness and create new bleakhearts.  \n**Walking Shadows.** Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in the dark, the citizenry ignores them as they would any other drifter. They linger around taverns, theaters, and other places the living visit for entertainment. Sometimes the sight and sound of merriment rouses the bleakhearts from cold despair to hot rage. The resulting carnage invariably leads to the destruction of the originating bleakheart and the creation of several new ones.  \n**Familiar Faces.** A bleakheart gains grim satisfaction in causing distress to the living, especially those who have recently experienced joy. By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation. While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself. Even while magically disguised, a bleakheart appears disquietingly out of focus.  \n**Undead Nature.** A bleakheart doesn’t require air, food, drink, or sleep.","name":"Bleakheart","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":66,"hit_dice":"12d8+12","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":12,"intelligence":10,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"persuasion":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Disheartening Touch","desc":"Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.","attack_bonus":5,"damage_dice":"3d6"},{"name":"Steal Joy (Recharge 5-6)","desc":"Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Indiscernible in Shadows","desc":"While in dim light or darkness, the bleakheart is invisible."},{"name":"Silent Entry (3/Day)","desc":"As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait."},{"name":"Sunlight Weakness","desc":"While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws."},{"name":"Innate Spellcasting","desc":"The bleakheart's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, minor illusion\n3/day each: disguise self"}],"spell_list":[],"page_no":43,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_bleakheart/"},{"slug":"bloodstone-sentinel","desc":"A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears._  \nEvil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies.  \n**Blood Calls Blood.** The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores.  \n**Mindless Fury.** Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals.  \n**Construct Nature.** A bloodstone sentinel doesn’t require air, food, drink, or sleep.","name":"Bloodstone Sentinel","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"11d10+48","speed":{"walk":30},"strength":18,"dexterity":7,"constitution":18,"intelligence":8,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creators but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The bloodstone sentinel makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Lure","desc":"When a creature within 10 feet of the sentinel that isn't an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel's Blood Reservoir increases by an amount equal to the extra damage dealt."},{"name":"Blood Reservoir","desc":"The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel's Blood Lure trait. The Blood Reservoir can't exceed the sentinel's hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects: \n* Empower Blood. A friendly creature within 30 feet of the sentinel that isn't an undead or a construct has advantage on its next weapon attack roll. \n* Inspire Fury. A creature of the sentinel's choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack, the target attacks the nearest creature that isn't the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its fury. \n* Sustain. A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire, regains 10 hit points."}],"spell_list":[],"page_no":45,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_bloodstone-sentinel/"},{"slug":"bone-colossus","desc":"Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._  \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License","name":"Bone Colossus","size":"Gargantuan","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":181,"hit_dice":"11d20+66","speed":{"walk":30},"strength":24,"dexterity":11,"constitution":22,"intelligence":14,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"intimidation":13,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Common, Darakhul","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The bone colossus makes two attacks."},{"name":"Thunderous Slam (Colossus Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.","attack_bonus":12,"damage_dice":"4d10+7"},{"name":"Razor Teeth (Swarm Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":12,"damage_dice":"6d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The bone colossus' individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can't be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1."},{"name":"Siege Monster","desc":"The bone colossus deals double damage to objects and structures."},{"name":"Swarm Form","desc":"A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus' hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature's space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can't regain hp or gain temporary hp.\n\nAs an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus' hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it."},{"name":"Turn Resistance","desc":"The bone colossus has advantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":267,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_bone-colossus/"},{"slug":"chamrosh","desc":"This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature’s back, and its eyes are filled with an intelligent, silvery gleam._  \n**Celestial Guard Dogs.** Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels.  \n**Roaming Defenders.** When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect. .  \n**Occasional Planar Travelers.** Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties.","name":"Chamrosh","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"fly":60,"walk":40},"strength":14,"dexterity":13,"constitution":15,"intelligence":8,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":6,"skills":{"insight":4,"perception":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"fire, radiant","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 16","languages":"Celestial, Common, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10+2"},{"name":"Fearsome Bark (Recharge 5-6)","desc":"The chamrosh lets out a highpitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. The bark has no effect on neutral or good-aligned creatures."},{"name":"Healing Lick (2/Day)","desc":"The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Awareness","desc":"The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment."},{"name":"Flyby","desc":"The chamrosh doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Hearing and Smell","desc":"The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":59,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_chamrosh/"},{"slug":"fleshspurned","desc":"This horrifying apparition is the disturbing amalgam of a funerary shroud and a set of absurdly large floating teeth. The creature has a roughly humanoid form and clacks its teeth together with terrible ferocity._  \n**Ghosts with Teeth.** A fleshspurned is created when a humanoid is eaten alive or dies while swallowed by a creature such as a purple worm. These people are driven insane by their horrible deaths and arise as monstrous spirits that crave the flesh of other creatures to replace the bodies they lost. However, in a twist of fate, the fleshspurned cannot stomach corporeal flesh, leading it to consume the ectoplasm of Open Game License","name":"Fleshspurned","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":75,"hit_dice":"10d8+30","speed":{"fly":40,"walk":0,"hover":true},"strength":1,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 14","languages":"any languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Phantasmal Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage. If the target is a creature other than a construct or an undead, it must succeed on a DC 14 Constitution saving throw or become ghostly for 1 minute. While ghostly, it has the Incorporeal Movement trait and is susceptible to the fleshspurned's Ghost Eater trait. The creature can repeat the saving throw at the end of each of its turns, ending the ghostly effect on itself on a success.","attack_bonus":6,"damage_dice":"4d6+4"},{"name":"Chatter","desc":"The fleshspurned clashes its oversized teeth together to create a clattering din. Each creature within 30 feet of the fleshspurned must succeed on a DC 14 Wisdom saving throw or be confused for 1 minute. While confused, a creature acts as if under the effects of the confusion spell. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the target is immune to the fleshspurned's Chatter for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ghost Eater","desc":"The fleshspurned has advantage on attack rolls against ghosts, wraiths, and other undead with the Incorporeal Movement trait, and such creatures aren't immune to the necrotic damage dealt by the fleshspurned's bite. When the fleshspurned kills one of these creatures, the fleshspurned gains temporary hp equal to double the creature's challenge rating (minimum of 1)."},{"name":"Incorporeal Movement","desc":"The fleshspurned can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. A fleshspurned can't move through other creatures with the Incorporeal Movement trait."}],"spell_list":[],"page_no":153,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_fleshspurned/"},{"slug":"ghillie-dubh","desc":"This bipedal creature seems to be a humanoid-shaped mound of leaves and moss given life. Dark pits in its head resemble empty eye sockets._  \n**Protectors of the Lost.** Ghillie dubhs hail from good-aligned arboreal planes. There, they guide visitors through the sometimes-confounding landscape. They often rescue those who incidentally succumb to the peaceful nature of planar woodlands and might otherwise perish. However, they find their services more useful on the Material Plane where nature is generally more unforgiving. Their desire to help mortals leads them to more extreme climates, with a strong preference for colder weather. Ghillie dubhs find lost travelers and guide these unfortunates to safe places. If a traveler impresses a ghillie dubh with knowledge or a desire for knowledge about the forest, the ghillie dubh gifts the traveler with some of its knowledge.  \n**Punishment of Transgression.** Likewise, a ghillie dubh expects visitors to the area it oversees to be respectful of the land. Ghillie dubhs lecture mild violators and briefly use nature to inconvenience them, such as by covering paths or removing tracks. More heinous acts—like wantonly slaughtering animals or setting trees ablaze—are met with physical retaliation.  \n**Part of the Forest.** Ghillie dubhs take on characteristics of the forests they call home to blend in seamlessly with the trees and other plants. They can listen to subtle variations in the trees’ movements to receive early warning about attacks, and they can turn their attention to any part of the forest to ensure no harm is coming to an area.","name":"Ghillie Dubh","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":13,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"climb":20,"swim":20},"strength":15,"dexterity":13,"constitution":14,"intelligence":12,"wisdom":19,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":5,"perception":6,"skills":{"nature":3,"perception":6,"stealth":3,"survival":8},"damage_vulnerabilities":"","damage_resistances":"cold, radiant","damage_immunities":"poison","condition_immunities":"poisoned","senses":"passive Perception 16","languages":"Celestial, Common, Sylvan, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"2d6+2"},{"name":"Forest Knowledge (Recharge 6)","desc":"The ghillie dubh can alter nearby creatures' knowledge of the forest, choosing one of the following. An effect lasts for 24 hours, until the creature leaves the ghillie dubh's forest, or until the ghillie dubh dismisses it as a bonus action. \n* Remove Knowledge. Each creature within 30 feet of the ghillie dubh must succeed on a DC 13 Charisma saving throw or become hopelessly lost in the ghillie dubh's forest. The creature has disadvantage on Wisdom (Survival) checks and takes 50 percent more time on overland travel, even delaying clearheaded companions. \n* Share Knowledge. Each creature within 30 feet of the ghillie dubh has advantage on Wisdom (Survival) checks. The creature can move at a fast pace through forest terrain, and difficult terrain composed of nonmagical plants doesn't cost it extra movement."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Forest Camouflage","desc":"The ghillie dubh has advantage on Dexterity (Stealth) checks made to hide in forest terrain."},{"name":"One with the Trees","desc":"If the ghillie dubh has spent at least 24 hours in a forest, it has advantage on Wisdom (Perception) checks while in that forest. In addition, it can spend 10 minutes focusing its attention on the forest and an invisible, sapling-shaped sensor anywhere in its forest within 1 mile of it. It can see and hear everything within 60 feet of this sensor, but it is deaf and blind with regard to its own senses while doing so. The sensor lasts for 1 minute or until the ghillie dubh dismisses it (no action required)."},{"name":"Speak with Beasts and Plants","desc":"The ghillie dubh can communicate with beasts and plants as if they shared a language."}],"spell_list":[],"page_no":165,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_ghillie-dubh/"},{"slug":"heggarna","desc":"The foul abomination wriggles about on multiple caterpillar-like claspers. It has the jagged, circular maw and slippery body of an oversized leech and the head and coloration of a fierce tiger._  \n**Night Terrors.** Many sleepers have experienced nightmares in which a shadowy creature was sitting on them, draining them of their vital essence. While most of these experiences are because of some underlying psychological trauma, some are the result of visitations by terrifying creatures of the night. One such creature is the heggarna, a vile aberration that feeds on a creature’s mental energy as it sleeps and infuses the victim’s subconscious with terrible nightmares for its own vile amusement.  \n**Hidden Fear.** During the day, the heggarna disguises itself as a stray cat, lurking near the homes of potential prey and fleeing with feline-like caution when anyone comes near. Most humanoids overlook simple animals like cats when dealing with a heggarna infestation, but magic can detect the creature’s true appearance. Normal animals react to the heggarna with a strange ferocity, which experienced hunters recognize as a sign of a heggarna.","name":"Heggarna","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":40,"hit_dice":"9d4+18","speed":{"walk":20,"climb":20},"strength":7,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Deep Speech, telepathy 30 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) psychic damage.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Dream Rift (Recharge 5-6)","desc":"The heggarna unleashes a barrage of psychic energy in a 15-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and is incapacitated until the end of its next turn as it is bombarded with nightmarish images. On a success, a creature takes half the damage and isn't incapacitated."},{"name":"Illusory Appearance","desc":"The heggarna covers itself with a magical illusion that makes it look like a Tiny cat. The illusion ends if the heggarna takes a bonus action to end it or if the heggarna dies. The illusion ends immediately if the heggarna attacks or takes damage, but it doesn't end when the heggarna uses Dream Eating.\n\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the heggarna could appear to have fur, but someone touching it would feel its slippery flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern the heggarna is disguised."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cat Sneak","desc":"While in dim light or darkness, the heggarna has advantage on Dexterity (Stealth) checks made to hide. It can use this trait only while it is disguised as a cat."},{"name":"Dream Eating","desc":"As a bonus action, the heggarna can attach its lamprey-like maw to a sleeping creature. The target's Charisma score is reduced by 1d4 when the heggarna first attaches to it. The target's Charisma score is then reduced by 1 for each hour the heggarna stays attached. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a long rest at least 24 hours after the heggarna reduced its Charisma.\n\nWhile attached, the heggarna fills the target's dreams with nightmares. The target must succeed on a DC 13 Wisdom saving throw or it doesn't gain any benefit from its current rest. If the target succeeds on the saving throw by 5 or more, it immediately awakens.\n\nThe heggarna can detach itself by spending 5 feet of its movement. It does so after it reduces the target's Charisma by 8 or if the target dies."}],"spell_list":[],"page_no":196,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_heggarna/"},{"slug":"irid","desc":"The tiny winged humanoid zipped by in a flurry of ever-changing colors, eager to deliver its message._  \nIrids are said to be born of celestial light filtered through earthly rain. These small manifestations of rainbows bear similarities in appearance and mission to their elevated cousins, but they take little interest in angelic ideals.  \n**Mischievous Messengers.** While angels are known for bringing messages and truth to mortals from the gods, irids prefer to bring gossip and embellished truths. They follow their own ideals of beauty and excitement, disregarding their angelic cousins’ insistence on goodness and truth. Irids delight in sneaking around, listening for gossip or revealed secrets, then invisibly whispering exaggerations of in the ears of those who will help spread such gossip.  \n**Colorful and Shallow.** Irids are iridescent, changing the color of the light they shed throughout the day. They are drawn to the brightest colors the world has to offer. To them, evil is synonymous with ugliness, and they resist fighting or hurting anything they find beautiful.","name":"Irid","size":"Tiny","type":"Celestial","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":20,"hit_dice":"8d4","speed":{"fly":40,"walk":10},"strength":4,"dexterity":17,"constitution":10,"intelligence":12,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":5,"perception":2,"skills":{"deception":7,"perception":2,"persuasion":7,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Celestial, Common, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The irid uses its Gossip. It then uses its Iridescent Blast once."},{"name":"Iridescent Blast","desc":"Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) radiant damage.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Gossip","desc":"The irid spouts gossip and exaggerated truths about a target it can see within 30 feet. If the target is hostile, it must succeed on a DC 13 Charisma saving throw or have disadvantage on its next attack roll. If the target is friendly, it has advantage on its next attack roll."},{"name":"Invisibility","desc":"The irid magically turns invisible until it attacks or uses Gossip, or until its concentration ends (as if concentrating on a spell). Any equipment the irid wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Iridescence","desc":"The irid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can be any color the irid desires. The irid can create or suppress the light as a bonus action."},{"name":"Magic Resistance","desc":"The irid has advantage on saving throws against spells and other magical effects."},{"name":"Photographic Memory","desc":"The irid can perfectly recall anything it has seen or heard in the last month."}],"spell_list":[],"page_no":217,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_irid/"},{"slug":"mad-piper","desc":"A grey mound of flesh scuttles forward on mismatched limbs, its five heads trilling along on bone flutes. All the while, a harrowing tune plays from the column of pipes rising from its core._  \nMad pipers are the heralds of the Great Old Ones, a sign that a cult is getting close to achieving their goals. Cultists receive visions from their masters, filling their dreams with the esoteric rituals needed to create a mad piper. In short order, the cult gathers the components and creates these creatures, typically one for each cell of the cult. When the time comes for the cult to do battle, the mad pipers follow, inspiring the faithful with the alien songs of the Great Old Ones.  \n**The Ritual.** During the ritual, five humanoids, one of which must be a musician of some kind, are tied to a set of bagpipes made from an ogre’s bones and stomach. The ritual liquefies the humanoids, who fall into each other as all but their limbs and heads dissolve into a mass of grey flesh. Their minds, souls, and bodies forcefully merged, they start to play.  \n**Pets and Mascots.** Mad pipers aren’t naturally evil. Most are made from commoners, resulting in relatively docile and loyal creatures that imprint quickly onto cult members, who in turn often come to treat these abominations as pets. More violent and powerful mad pipers can be made from powerful, evil humanoids, though they are harder to control and often hostile to their creators.  \n**True Pipers.** Scholars speculate that the mad pipers are modelled after the heralds of the Crawling Chaos, and that it was he who gifted the first ritual to mortals on behalf of all Great Old Ones.  \n**Construct Nature.** The mad piper doesn’t require air, food, drink, or sleep.","name":"Mad Piper","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"padded armor","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":16,"dexterity":8,"constitution":14,"intelligence":5,"wisdom":7,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"performance":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone","senses":"darkvision 60 ft., passive Perception 8","languages":"understands Common and Void Speech, but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Screaming Flail","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Terrible Dirge","desc":"The mad piper plays a haunting dirge. Each creature of the mad piper's choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mad piper's Terrible Dirge for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Inspire","desc":"As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw."}],"spell_list":[],"page_no":250,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_mad-piper/"},{"slug":"nyctli-swarm","desc":"A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers._  \n**Lurking Terrors.** Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom.  \n**Hag-Born Horrors.** The first nyctli were born from the boils of Open Game License","name":"Nyctli Swarm","size":"Large","type":"Fey","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":110,"hit_dice":"20d10","speed":{"fly":40,"hover":true,"walk":10},"strength":10,"dexterity":18,"constitution":10,"intelligence":6,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Sylvan","challenge_rating":"10","cr":10.0,"actions":[{"name":"Stingers","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 16 Constitution saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":8,"damage_dice":"6d6"},{"name":"Douse Light","desc":"As the nyctli, except the swarm can't dispel light created by a spell of 6th level or higher."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny nyctli. The swarm can't regain hp or gain temporary hp."},{"name":"Innate Spellcasting (1/Day)","desc":"The nyctli swarm can innately cast fear, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":271,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_nyctli-swarm/"},{"slug":"plague-spirit","desc":"A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance._  \nPlague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead.  \n**Harbingers of Decay.** The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life.  \n**Drawn to Life.** Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.","name":"Plague Spirit","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":150,"hit_dice":"20d8+60","speed":{"walk":40},"strength":10,"dexterity":18,"constitution":17,"intelligence":2,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, diseased, exhaustion, frightened, poisoned, unconscious","senses":"darkvision 120 ft., passive Perception 14","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The plague spirit makes three attacks: one with its enfeebling touch and two with its censer."},{"name":"Censer","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Enfeebling Touch","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","attack_bonus":8,"damage_dice":"4d6"},{"name":"Dance of Death (Recharge 5-6)","desc":"The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Decrepit Mist","desc":"A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs."},{"name":"Hunter of the Living","desc":"The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it."}],"spell_list":[],"page_no":296,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_plague-spirit/"}]}